Hi, sorry for the late input, but is there still room for an extra player?
I could play US or Russia - or perhaps Italy?
Hi, sorry for the late input, but is there still room for an extra player?
I could play US or Russia - or perhaps Italy?
The NOs in general havent been changed wih the newest setup. The two mentioned have just been rephrased, and they are only for the pacific game.
Building a destroyer and 3 transports in z112 is the most suicidal move i have heard yet. It may well save the italian navy, but thats only by giving the UK a much better target.
I really dont see the problem everyone is complaining about.
If the germans take out the french med fleet on G1, it really shouldnt be a problem to follow up on the next turn and take out the brittish carriergroup.(if it moves in to attack the italians) Yes its going to cost the germans a couple of planes and propably let other parts of the royal navy survive, but on the other hand they get to kill the entire allied med fleet witch is just as good.
This only makes the game fun in my opinion, the germans really have to chose what to kill on G1, since they cannot hit everything.
I completely agree on the dicerolling, otherwise it will be very slow. And because of being at both sides of the atlantic you cant really expect people to be online at the same time.
By the way it looks like we also have the NOs already. They can be found on Bob Mickelsons charts. (first post in this forum)
I dont really mind if its tech or no-tech, but i think we should start up a new thread under the “Play Bordgames” section once we start the game. Just so we dont confuse people.
The following is just an example of how to write up a turn for those who havent played a forumgame before (but you are ofcourse welcome to do your own variations)
Anzac T11
Buys:
1 Sub
1 Des
1 Minfsave 5
CM:
Dgu to Bor
2 Sbmz54 to z43
1 Trn (load 1 Inf, 1 Art from Que to Bor)Battle of Borneo:
1 Inf, 1 Art 2 Sbm vs 1 Inf, 1 FtrA
Dice
Rolls: 2@2 2@4; Total Hits: 3
2@2: (1, 4)2@4: (2, 4)D
Dice
Rolls: 1@2 1@4; Total Hits: 1
1@2: (3)1@4: (4)
NCM:
Bor to Dgu
2 SbmDgu to Car
1 Ftrz37 to z39
1 SubNsw to Que
1 Art, 1 Ftrz54 to z33
1 Trn (load 2 Inf from Que to Car)Sau to Que
1 Infz62 to z54
1 Trnz54 to z26
1 Desz41 to z56
1 Desplace new units in z62 & Nsw
collect (27+5) 32 ipc
Id be happy to join as Anzac!
Not having a battlemap module makes it a bit difficult, but i guess it could work if you just post a list of your units after each round.
It does mean each player have to keep track of all the units though.
If you want an extra player i dont mind playing Anzac or Italy.
Ah well i just looked at the map again and i was mistaken. Actually i dont see what difference that destroyer makes since the carolines fleet can still go to Java on turn 1. I thought the intention was to block this move?
The destroyer in z45 should make it impossible for Japan to take India by turn 3, as it will allow the UK fleet to screen India on turn 3, or am i mistaken?
Well its true, its propably going to be hard to balance. But it will also be a lot easier for the americans to reinforce the russians in the global game, its only 1 turn from Wus to Soviet far east, so if they want to they can put 8-9 fighters there each turn.
ofcourse “everything” includes the AA gun. You dont really have to buy a new one either since the japanese attack with air only, and you can just move it back to India turn 2.
I would say Korea is not a viable strategy against an experienced japanese player. But ofcourse its always good to put pressure on japan and it might get you a couple of cheap kills on screening destroyers.
Having played a couple of games against Jim with this strategy i would say it is near impossible to beat at least in the beginning.
As the brittish you need to think on how to sell yourself as dearly as possible, and not how you can stop the japanese. The best you can hope for is to delay the japanese to turn 4, but even the chances of doing this are small.
In my limited experince there are two decent counter strategies for the Brittish.
One is to move everything to Burma Turn 1 in order to trade your units for japanese air units. This also requires you to use your navy to screen Burma from the japanese transports. The japanese player will propably attack you with only air, because if he doesnt you will likely be able to hold India to turn 4. With good rolls this move can be expensive for the japanese player, and perhaps help the US hold Caroline islands later on.
Another option is to buy Mech infantry the first turn in order to counter-attack yunan and Shan state Turn 2. This still requires you to screen off Burma. With this strategy you get to kill some japanese ground units witch can ease some of the pressure on the chinese. You also have a small chance of delaying the japanese to turn 4. But the biggest benefit is to help the chinese, and it can be a good oppertunity to move the brittish air to China witch enables you to drag out the chinese war a lot longer.
I know this just scratches the surface, and please do post if anyone has seen other options.
While i do agree with the concept of building up american offensive power, it seems to me there is a small flaw in your strategy since you cant use submarines as cassualties against aircraft (or am i mistaken?). If the japanese player defends with only aircraft your subs are practically useless, and if you use them for convoy disruption he should be able to wipe them out without much effort.
That said, i do agree that subs and aircraft are the best way to build up offensive power. Switching to fighters instead of bombers might offer more flexibility though - and make it easyer for you to push forward later in the game.